Ice Domain

by spookybo0gie

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Domain Spells

Spell level Spell
1st Frost Fingers, Fog Cloud
2nd Rime's Binding Ice, Snowball Swarm
3rd Sleet Storm, Slow
4th Conjure Minor Elementals, Ice Storm
5th Cone of Cold, Control Winds

Additional Cantrip

You know the Ray of Frost cantrip.
It counts as a cleric cantrip for you, but doesn't count against your number of cleric cantrips known.

Frostmaiden's Blessing

Starting when you choose this domain at 1st level, you can use your action to touch a willing creature to give it advantage on Wisdom (Survival) checks.
This blessing lasts for 1 hour or until you use this feature again.

Channel Divinity: Auril's Wrath

At 2nd level, you can use your Channel Divinity to call forth an ice storm.
As an action you can create a thick cloud of icy fog that surrounds you and heavily obscures the area for 20 feet in all directions, following you as you move.
You and all allies within 5 feet of you instead treat this fog as lightly obscured.
This fog lasts for 1 minute, spreads around corners and cannot be dispersed.

Channel Divinity: Preserve the Faithful

At 6th level, you can use your Channel Divinity to endure the elements.
As an action you grant cold or fire resistance to a number of creatures equal to your PB (including possibly youself) within 30ft that you can see.
Targets have resistance to the chosen damage type for 1 minute.

Potent Spellcasting

Starting at 8th level you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Avatar of Icedawn

At 17th level you know the wall of ice spell.
It doesn't count against the number of cleric spells you can prepare.
You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you start casting the spell, you can modify it so that it doesn't require concentration.
If you do so, the spell's duration becomes 1d4 rounds for that casting.

 

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